The game of chess involves 6 different types of pieces. Each piece moves in patterns unique to that type of piece on the 64-square chess board. Chess annotation is therefore quite detailed. Specifically, chess annotation is called the descriptive system. However, in its detail, the descriptive system is cumbersome. Wherever possible, a shorthand form of notation is used to shorten the descriptive system. This is possible because no piece can move to any desired square in 1 move. Only certain moves are possible for each type of piece, and it is assumed that the reader of the annotation is familiar with this movement. Therefore only moves that are possible need to be included in the annotation. Use these tips to learn how to annotate chess.

Steps

Method1

Learn the Descriptive System

1

Orient the points of view of the players. The players sit opposite each other. The chess board must be turned so that each player has a white square on the right end of that player's first row. Each player will come up with different square designations, expressed from the point of view of that player.

2

Assign names to the columns. Columns are named for the piece that begins the game on the first row in that column. Types of pieces that appear on both sides of the central king and queen pairing have their columns named not only by the piece, but also by the side of the king and queen pairing where the piece started the game.

3

Note the derived column names. Assume the white player view. For white reading left to right, the columns are QR (queen's rook), QK (queen's knight), QB (queen's bishop), Q (queen), K (king), KB (king's bishop), KN (king's knight) and KR (king's rook.) As the white and black king rook pairings are reversed from each other, the same column names would have been derived if the black point of view had been taken.

4

Number the rows. Assign numbers from 1 to 8 for the rows starting at the row nearest the player. Note that unlike the columns, this gives white and black different row numbers. When a move is annotated, the row number used is always the row from the view of the moving player.

Examine the system that has been created. Starting at the square at the left of the white player, the square that is 5 rows up in column 3 should read QB5 for the white player and QB4 for the black player.

5

Note the difference between moves and captures. A clear move is annotated with the piece making the move, such as a bishop, a dash and the destination square. If an opposing piece, such as a rook, is taken on the final square, an x instead of a dash is used and the taken piece rather than the destination square would be noted. Therefore the move might be noted B-QB4 (clear move) or BXR (capture.)

Method2

Understand Shorthand Notation

1

Define the moving piece. Always indicate the moving piece, rather than the originating square. Even if there are 2 bishops on the board, it will be obvious that only 1 of them could legally move to the destination square indicated.

2

Shorten the destination description. The move B-QB4 should more effectively be described as B-B4 because it is obviously impossible for that bishop to move to KB4.

3

Declare capture of opposing pieces. Always indicate the piece being captured, rather than the destination square. It is common for a piece to be threatened from 2 sources. The opening declaration of the annotation will define the piece performing the capture.

4

Annotate a castling. Castling is a special move that allows both the king and a rook to move on the same turn in a specific pattern. As this pattern requires the king to move 2 squares, and is the only time the king is allowed to move 2 squares, annotate a castling by annotating the king move. The rook move will be assumed.